Combat in RuneScape SUCKS, Mod Sponge is here to fix it. (Dev Hour)

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  • Опубликовано: 12 июн 2024
  • In this episode of Dev Hour, Mod Sponge shares his ultimate vision for the history of Combat in RuneScape.
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    Check out Mod Sponge: x.com/JagexSponge
    Check out Pup: / puprs
    BetterBuffBars and Necro Job Gauge: github.com/NadyaNayme/NyusPlu...
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    Chapters:
    0:00 Introduction
    2:50 Why Mod Sponge is making changes to combat
    5:30 Difficulties working with top end players
    13:18 Are these changes going to be nerfs or buffs?
    16:00 Why they had to Rewrite every ability in the game
    21:00 Why they had to rewrite every tooltip in the game
    26:00 Channeled abilities discussion and solutions
    31:40 Massive buffs to melee in the beta
    39:00 The best way to give feedback on Combat
    41:00 Explanation of the Berserk Change
    44:00 Consolidation of "on hit" vs "on cast" abilities
    47:00 Bleeds, why they are confusing and how to fix them
    56:00 Blood reaver and poison meta is a BUG?
    59:00 Making Different Synergistic build gear
    1:02:00 Invention Perks and how to fix them
    1:05:45 The Buff Bar
    1:08:30 BetterBuffBars Tech Demonstration
    1:12:40 Necromancy Job Gauge Tech Demonstration
    1:14:40 Mod Ryan Leak: Melee Dual Wield Rewrite
    1:20:50 Using Shared Cooldowns to create more meaningful builds
    1:27:30 Potential issues with the new combat system
    1:31:00 The Core Identity of Range vs Melee's identity crisis
    1:34:00 Making the FSOA a mainhand weapon?
    1:37:00 The overall state of combat with the current changes
    1:38:30 Are Bosses going to be too easy after the changes?
    1:47:00 The best way to give feedback
    1:51:30 Why we dislike the aura system
    1:57:40 Why Mod Sponge doesn't like War's retreat
    2:05:00 Parting Thoughts
    The RS Guy - Runescape Content
    #Runescape #RuneScape 3
  • ИгрыИгры

Комментарии • 405

  • @ybietje
    @ybietje 7 месяцев назад +173

    Mod Sponge is an absolute treasure. Him defending and selling the beta changes after business hours and getting everybody onboard is amazing to see. Thanks for your hard work.

    • @ScottySmith1957
      @ScottySmith1957 День назад

      I was genuinely surprised by how critical he was of runescape and in such a healthy way. I agreed with nearly all of his opinions on possible changes to combat

  • @deezeegaming
    @deezeegaming 7 месяцев назад +44

    These heart to hearts with mods honestly gives me so much hope for this game and its community. I believe it is so necessary for the players to see this side of development, and to see it often.

    • @glenn5254
      @glenn5254 7 месяцев назад

      only if they were like this with 'ANY' player.... but sadly it's only content creators .... a whole community can say somethings bad or they don't like something, nobody in the company would care (hero pass not included cause the backlash was just too big for them to ignore) but when a SINGLE or 2-3 content creators cry about a droprate or W/E it instantly almost literally gets hotfixed ....

  • @molluscwedding
    @molluscwedding 7 месяцев назад +78

    Seeing mod sponge talk so passionately about combat makes me really excited for the next 6 months

    • @molluscwedding
      @molluscwedding 7 месяцев назад +9

      Don't ever post under my comments again thanks

    • @superleipoman
      @superleipoman 7 месяцев назад

      I can say Mod Sponge's project is the sole reason I will renew my premier and it's crazy to think that it's 'just a passion project.'

    • @Hirokey123
      @Hirokey123 7 месяцев назад

      It’s a project they are passionate about and came about because they asked, it’s an official job it’s just one spawned from passion. That’s how every great RS update has come about. You can tell when it was a job and not spawned from passion *looks at salt in the wound*.

    • @whynotp2p
      @whynotp2p 7 месяцев назад

      @Logitech-de3pc I think everyone understands that. Thats why we are never mad at the mods, its the company higher ups.

    • @Psyshimmer
      @Psyshimmer 7 месяцев назад +1

      @Logitech-de3pc Equity firms are still deeply interested in profit, and a dead game can't produce profit. It's an eternal give-and-take between driving the greatest possible profit margins without scraping the soul out of the game. Players vote with their wallets, and a player base supporting dev-led initiatives by playing more gives Jagex important and useful data to go back to their executives and say, "doing this drives player engagement, let us keep going."

  • @kollinpoindexter8859
    @kollinpoindexter8859 7 месяцев назад +43

    After necro got its QOL buff, I really like where it is at as a combat style. Its easy to use, has recourse management, it is consistent, and it still has super fun abilities. Nothing feels as satisfyingly as a threads of fate -> volley of souls -> soul sap -> volley of souls on 5 high health mobs.

  • @ThiccNutt
    @ThiccNutt 7 месяцев назад +24

    This being a passion project and not a necessary attempt to save the state of the game is utterly mindblowing, good god

  • @Blito30
    @Blito30 7 месяцев назад +90

    I love these guys and I am surprised and sad that this is a passion project and not a job project. Hope Jagex rethinks their priorities

    • @Demento56
      @Demento56 7 месяцев назад +15

      Sadly, working at Jagex in general is largely a passion project, between the proprietary scripting language they use and the low pay relative to competitors.

    • @dwrecked9329
      @dwrecked9329 7 месяцев назад

      ​@@Demento56what years did you work there?

    • @zeldapro18
      @zeldapro18 7 месяцев назад

      @@dwrecked9329 Just need eyes to see.

    • @brodiz9277
      @brodiz9277 7 месяцев назад

      @@dwrecked9329 got em

    • @carlost856
      @carlost856 7 месяцев назад +1

      ​@@Demento56competitors in the US. Salaries im the UK are generally shit.

  • @rubennys8086
    @rubennys8086 7 месяцев назад +11

    About bleeds: the rolling up thing would make the most sense imo for clarity. Also using the bleed controller to just add every bleed up and show it on the same hitsplat/counter would make bleeds a whole lot better

  • @uzishamgar
    @uzishamgar 7 месяцев назад +10

    This is exactly the level of communication and thought I love to see about games in general. Passionate developers talking through the intricate problems and design philosophies of the game they support. Runescape or otherwise, I think this kind of interaction is desperately needed across gaming as a whole. There are way too many games that feel like they are just soul sucking cash grabs at this point because of the leaders at the top of the companies making them, when that's not necessarily the case or the intention from the developers themselves.
    I want to see more of this, I love this kind of dialogue and interaction.

    • @Psyshimmer
      @Psyshimmer 7 месяцев назад

      It would also allow some of the more naive or ignorant (not derogatory labels, necessarily) gamers understand what goes into making good features. It seems many get fed up with a game's direction and think the devs are simply incompetent, when in reality they're having to plan features around player feedback (or a lack thereof), differing design philosophies, development and technological constraints, budgets, sales requirements, and on and on. Most care deeply about making good games, and gamers need to see it, beyond the biweekly official devlog touchpoints.

    • @elijahaa
      @elijahaa 6 месяцев назад

      Communication is wonderful but the problem is the few bad apples that express their dissatisfaction to the workers with death threats and generally harrassment.
      Destiny 2 had great community communication at a point and it died down for this reason.

  • @WizardOfCheese
    @WizardOfCheese 7 месяцев назад +5

    10:40 YES. this. make all the other style operate similarly to necro and you've got a winner. you can always complicate things later for the hardcore 1%

  • @josephvarela8966
    @josephvarela8966 7 месяцев назад +6

    This video makes me so excited for combat in RS3's future. As a somewhat noobish pvmer, I've always wanted to go deeper into the "intricacies" of combat, but found myself getting turned off and demotivated due to how unintuitive combat can tend to feel. It's even made worse when I take breaks from the game, and basically feel like I have to relearn how to do combat all over again.
    Thanks for this video, Ryan. Please keep doing these longform videos with the devs when you all can. As a person who's currently taking a Runescape break, I feel this gives me hope, as well as for many players who were recently disgruntled with Runescape's updates.

  • @MegaChickenfish
    @MegaChickenfish 7 месяцев назад +2

    1:14:15 Absolutely. WoW's visual clarity on that is solid, you've got a miniature version of your health, core resource (mana, energy, rage), secondary resource (chi, combo points, etc) in the center of the screen at all times to manage your core resources. This really reminds me of that and would be a HUGE step up from the current digging to find that information in the debuff bar, which necro really showcased just how much we need that information to be constantly clearly visible.

  • @DK_Son
    @DK_Son 7 месяцев назад +7

    I'm only up to bleeds atm. This has been great so far. But I stopped to say that this is exactly what I've wanted to hear for so long about bleeds. I personally think bleeds should stack in a group setting. Either in a chain, or in a numbered stack that does more damage on each hit. Maybe they can apply slightly less damage for each stack applied. A balance would need to be determined. But they shouldn't be cancelling each other out in a live game where you can't even voice chat fast enough to tell people to bleed or not to bleed. It goes against good group flow, and it sucks to leave such great attacks out of group encounters. If anything, group bleeds SHOULD be part of a team's focus. I've never liked the way bleeds currently function.

  • @IronAraxxor
    @IronAraxxor 7 месяцев назад +11

    I'll be listening to this during my workout tonight
    let's go

  • @TheFutureTech
    @TheFutureTech 7 месяцев назад +2

    27:00 the shift for full explanations is a solid idea, the wiki though needs a combat page which also has advanced information on what abilities stack well or work well before or after each other

  • @johnbacon8394
    @johnbacon8394 7 месяцев назад +21

    this is generally getting me excited about the future of combat. A cast bar would make it so much nicer aswell.

  • @bumbIebeetuna
    @bumbIebeetuna 7 месяцев назад +2

    Thank you for doing this + posting the video, and thanks to Pup and Sponge for taking part. Hearing/feeling the passion expressed from the Developers' side via stuff like this is always motivating & invigorating. (It more or less counteracts the negative feelings stemning from Hero Pass and similar crap, which I am sure the developers wish they didn't have to include in the game.)
    I sure hope we eventually get an user interface upgrade especially in relation to Buffs and Debuffs. in the meantime thank you Nadya for making cool Alt1 plugins for us.

  • @duke605
    @duke605 7 месяцев назад +1

    I have been learning a new frontend framework and decided to make a rotation calculator to get my skills up in the framework (svelte for those that are curious)where you can slot in abilities in an infinitely grown bar, select your armour, weapons (no switches), levels,and target and get a per tick dpm and the abilities not matching the tooltips… ya. My calculator is not at all accurate cause there are very weird interactions that I’m not accounting for and don’t even know where they’re coming from. So I’m glad they’re cleaning that up cause unless you sit down and actually go tick by tick you. Would have no idea about these oddities that stack up to have massive implications

  • @davidpreston2973
    @davidpreston2973 6 месяцев назад +1

    Personal Views (Opinions) on Topics:
    1. Poison and Bleed should pool Damage and deal a hit every x tics that scales off of the total pooled damage, like TMW does to player.
    2. Damage percent and additive buffs need to be accumulated before affecting the base numbers. Damage and Mitigation (OP would need tweaking)
    3. Basic abilities need to be simplified and auto attacks need to pick up that slack, move more basics over to more versatile places. Similar to how Melee Punish (pseudo execute) was adjusted except to fill different specific roles.
    4. Accuracy and damage scaling under the new necromancy rules have made armor essentially nonsense after a point you will always have max accuracy and therefore damage. NPCs should have some form of their own damage mitigation to somewhat counteract power creep.
    5. Add some GCD on equipment swap. (I hate switch-scape)

  • @ramiyounis7569
    @ramiyounis7569 7 месяцев назад +5

    Most of these ideas are absolutely amazing. The one off putting aspect of all of this for me is the likelihood that it'll take a considerably long time for them to be implemented. It for some reason demotivates me from playing the game in its current state knowing that it will be completely reworked. Almost like the desire of driving a beaten up old Honda when you know you'll be given a new Mercedes. I hope this beta takes care of most proposed combat problems in the near future, to provide a stable framework for all later changes to feel natural and in place, rather than against the grain. My greetings and respect for Mod Sponge and to you Ryan for hosting this discussion.

    • @ViveLeQuebecLibreTabarnak
      @ViveLeQuebecLibreTabarnak 6 месяцев назад

      Some of the best nights of my life were spent in the back of a beat-up Honda

  • @scarletchampion
    @scarletchampion 7 месяцев назад

    Thank you all for taking the time to put this together. I am one of those who watches the videos and updates, but I don’t have the time anymore to test out a lot of these things. But having heard the sweeping changes and unrestrained opportunities of change in the beta that Mod Ryan and Mod Sponge are working on, I would be glad to dedicate some time to the beta and help in improving the game we know (or thought we did) and love!

  • @wage8694
    @wage8694 7 месяцев назад +9

    I keep flaming Runescape 3 but something always takes me back. I play other MMOs like New World, WoW and even Old school (I consider it a different game because of how massively different it is) but something always drags me back to Runescape 3. Its ambient, open, social... its just a good mmo. Not sure why it gets all the slack. Good video Ryan!

    • @mjesus850
      @mjesus850 7 месяцев назад +7

      blinded osrs players are the ones that give it flack, no one else really cares about it to say anything. i used to play osrs and hate on rs3 so hard until i tried it.

    • @wage8694
      @wage8694 7 месяцев назад +6

      @@mjesus850 sadly i was one of those players but when i tried i was like dayum, this game got rid of all the stupid and annoying mechanics and stuff from osrs, upgraded the graphics and made the world look alive. Legit cant look at osrs the same anymore

  • @montytowart1264
    @montytowart1264 7 месяцев назад +1

    Another bothering thing is deto doesn’t squire another target if your original target dies

  • @DT-hb3zu
    @DT-hb3zu 6 месяцев назад

    at 59:00 I like the idea of builds. You're already a mile wide, time to get to be a mile deep. This is my favorite part of the interview

  • @IHaveN0Clue
    @IHaveN0Clue 7 месяцев назад +2

    I don't know if they will read this, but I would like to see and hear about having a main hand and offhand weapon be diffrent but be able to use abilities off the offhand to actually be a hybrid build/player. Maybe offhand is only abilities and doesn't really main attack and its priority is still main hand. Crossbow / skimmy or Wand / crossbow.

  • @iamlithyo
    @iamlithyo 7 месяцев назад +3

    All I needed to see was the buff bar section and I’m sold

  • @haydex_gaming
    @haydex_gaming 7 месяцев назад +1

    I dont know if this is even worth asking, but with a re-work will legacy mode combat be affected too? I understand its very minimal with the amount of users who use it, but for those who cant pump out crazy apm id love to know more on it.

  • @JGibbgg
    @JGibbgg 7 месяцев назад

    A Bleed Zerk that works across all styles would be awesome, it would really give players an incentive to use diffrent loadouts types, especially if they go down the route of making diffrent Perks & Armours sets at t92/t95 that could be based around buffing bleed abilities and make other armour sets like sirenic or elite tec have buffs got crits or adren.
    there should be 4 tree paths per combat skill
    - Tank (HP, Prayer & Adren conservation)
    - Bleed & Poison synergy + Bleed stacks to reduce Bleed Zerk
    - Adrenaline gain + small pool of ability buffs (2 basic + 1 threshold)
    - Power, flat damage increase, Damage stacks build to reduce style Zerk ability (Larger pool of abilites buffed, 3 basic + 2 Threshold)

  • @bullstrode5875
    @bullstrode5875 7 месяцев назад

    Everything in this video was great!
    The idea of upgrading the standard necromancy equipment got my gear turning.
    What if for a T92/95 DeathDealer upgrade you had it that for every piece of the armor worn, while a target was death marked, the target would have a typeless damage overtime effect equal to the number of pieces equipped times 100, so at most while the target is death marked it would have a 500 damage over time duration of the death mark. Could call the effect inevitable fate.
    wouldn't mind seeing deathwarden get a t92/95 upgrade as well!
    great work as always!

  • @yoyoyoesmeriz
    @yoyoyoesmeriz 7 месяцев назад

    I don't normally like to go on like this, but this time I have to. Ryan, you are an incredibly motivated and concerned individual with a talent and drive towards improving a game that I've never seen, it's remarkable. You don't focus only on profiting from making content out of Runescape, you actively work towards making this game better by stating your point of view and fighting for it, listening to others with a humble posture, and putting on the effort to give voice both to the remaining players (for example Nadia's great work) but also to the MODs that actively seek to improve it and enabling the communication of their vision to the community. It is truly astounding the amount of work you put in and how to do it from several angles, highlighting problems and your own suggestions for solutions. Thank you very much, from the videos that I enjoy so much to the effort you put into our beloved game.

  • @ZxrL
    @ZxrL 7 месяцев назад

    I like the idea of aura fragments
    I do woodcutting, I get skilling fragments, PvM fragments from slayer/bossing etc, then you choose what you make similar to Desert Panth

  • @akinoridonde
    @akinoridonde 7 месяцев назад +2

    Awesome video, I'm so happy this is continuing. Love the chill talk and topics. I consider my self an average player regarding pvm as I'm not one to be able to be moving dealing with mechanics and at the same time clicking all my abilities, potions, food, def abilities etc. I normally put a lot of effort into my pvm fights to learn the boss and also full manual, however do you think it would be possible to make abilities you've got on Revo like my basics continue firing while I'm running dodging rasials bombs or kerapacas clones etc. One of the biggest dps gaps between Revo and full manual is that you can run and still be firing but with Revo it's one or the other. I can see the issue where like in araxxor web you might have issues with that but they did put a stop all combat button which hardly even gets used and that can solve that issue in those scenarios.

  • @derais6162
    @derais6162 7 месяцев назад +2

    Speaking on overloads there should be a storage outside of bank like a lab or something for all overloads, and they should be condensed heavily. I get they require so much to make, but people with 200m herb shouldnt have to hold onto every single potion taking up valuable bank space.

  • @mindspice5908
    @mindspice5908 7 месяцев назад

    The only reason why people used zerk auras was so that we wouldn't splash our abilities in hard team boss fights but now that the accuracy system is getting changes, it would be more intuitive to just remove combat auras completely while tinkering damage and HP amounts accordingly. When the niches of every combat style are carved out, perhaps then would be a good time to reintroduce auras what can benefit certain builds while nerfing others. For example, if melee had 2 niches, 2 auras can provide 10% damage buffs to it but a 15%nerf to the abilities associated with the other niche. Have auras that buff tanks and nerf their damage. Rework defensive armour and offensive armour and how it changes the effectiveness of defensive abilities so they make a significant difference.

  • @SageOfTheShadows
    @SageOfTheShadows 7 месяцев назад +2

    really like the channeled ability bar idea, also one on your target for bleeds and poison would be cool

  • @Reviveftp
    @Reviveftp 7 месяцев назад

    Amazing episode, Ty! Also, incredible idea on the buffed drops, less damage. Time pits are real, I wouldn’t wanna see longer time for a log. That being said, you will NEVER make everyone happy. You’re going in the right direction right now, and some of us just need to realize we’re still having fun.

  • @TankyCrobat
    @TankyCrobat 6 месяцев назад

    So my background with RS3 is that I've only finagled with bossing. I've been working on it, and although it's not 100% the same, I have raid experience in other MMORPGs. Here are my thoughts. (Warning for wall of Text, so TLDR;)
    1) There's too much needed to get into entry level bossing. perhaps narrow what's needed based on questline requirements, and then allow hardmode+ to incrementally add more mechanics/ramp the challenge
    2) Activity tracker for bossing not a good option to get people into bossing, perhaps something more linear that helps people get familiar with the idea
    3) Auras are bad. agreed with dev, they could be implemented into the game. Maybe as prayers? Thematically fits.
    4) Adrenaline is dated and unnecessarily punishes players. Cooldowns already gate certain abilities, why adrenaline too?
    1) There are just too many things required to get into bossing. I'm not even talking about like hard tier enrage 4k bossing. I mean like, "You need to do these quests to unlock these certain skills for these certain weapons, You need to unlock curses, you need these potions, you need these auras, you need at least these specific gears" Etc Just for entry level bossing. There are plenty of things you can work around, especially thanks to the GE, where you can trade for items needed, but it shows that even at entry level for bossing means that you have a lot you need to do. Long lines of questing needed, wait times just to get auras (And I know this was mentioned in the video), but the entry level of bossing shouldn't need those things, especially if that boss is something behind a questline. It should be doable with the skills required for said questline. So maybe if a quest requires a high level herblore and has a boss near the end, maybe for the entry level boss fight, you need a super restore or something because there's a mechanic that causes detriments. And once you activate hardmode, more and more mechanics are added to where it's probably a better idea to have those other things, like higher prayer. Ramp up the mechanics as you continue to increase the difficulty.
    2) There's no real linear questline. This both a great thing and a bad thing. Great because you can literally do whatever, and whenever. It's not so great because there really isn't anything outside of community suggestions on what you should try doing first, and ramp up to the endgame. The closest thing they have is the activity tracker for bossing. But let's be real. Is that really a good, or even a decent answer to the problem?
    3) I just don't like auras. They're not an in game skill, they're not a combat ability, there not an item that you can quest for, craft, buy, or earn drop a loot table. They're just a "Thing" that exists if you've been a member long enough. You don't even have to play the game, just be a member. My belief is that these auras existing take away the potential from other potential skills, items, and abilities, and rewards that could exist in the game, and there's no reason for this besides timegating. I definitely agree they could be implemented in skills like runecrafting, as they had mentioned, or even spread them across other skills. Hell, they could even fit pretty well under prayer.
    4) Adrenaline does not feel great. With the release of Necromancy, and their own unique resources such as Necrosis Residual Souls, and Ectoplasm, Adrenaline just feels... extremely dated and bad. Adrenaline forces people to wait to use certain abilities. Why? Isn't that also the point of cooldowns? Adrenaline is also lost if you eat certain foods. Why? If it's to punish people, and now they have to wait longer to use those adrenaline abilities. This doesn't feel great, or even feel interesting to work around. All it does is force players to get super jacked before fighting something and overpower it with raw numbers. If you don't want people abusing food, then put food on a cooldown instead. But there are other things in the game you can abuse way more than food. Like potions, and (most of) those don't have a cooldown. Removing adrenaline would open up better options. It would allow people to build an actual rotation, and open up potential burst windows. It just doesn't seem fun at all because you either have to sacrifice a good healing item for adrenaline, or use a potion that does the same, but now you have to bring super restores to offset the debuff. It almost makes cooking for combat seem bad to have, especially for higher end bossing.

  • @Lawis_RS
    @Lawis_RS 7 месяцев назад

    Will it be so difficult to let the eldritch in eof work when I switch to another ranged weapon?

  • @Rakushael
    @Rakushael 6 месяцев назад

    Important: Multiplicative damage calculations effectively penalize anything less than maximum inputs per minute.
    ie:
    100+100+100 = 300, where 200 is 66% of max DPS
    vs
    100*1.75*1.75 = 306, where 175 is 57% of max DPS
    A developing player would suffer a significant decrease in DPS in a multiplicative scenario compared to an additive one, making it that much harder to get into PVM
    Multiplicative calculations also punish mistakes more;
    Stacking multipliers for one big swing makes the most sense, but mistime one keystroke, and you potentially fire off an ultimate for half the damage you planned to do. At least in an additive format, that damage could be applied to your next attack, instead.

  • @erickcastro9450
    @erickcastro9450 7 месяцев назад

    do we have any idea when they wanna port atleast the basic changes to live? like the hit caps for example?

  • @aussiesoncarl2453
    @aussiesoncarl2453 4 месяца назад +2

    My biggest problem with combat is feeling underwhelmed after loading millions into my gear n not coming close to hitting 10-15k hits like other guys idk what I’m doing wrong
    Then walk by a guy with a augmented black salamander doing as much dos as me 😅

  • @kevinvervaecke9688
    @kevinvervaecke9688 7 месяцев назад +1

    Main thing for me is being used to instant reaction games, i find it very hard to get used to rs's tendency to only do something 2-3 second afterwards

  • @Zanduk05
    @Zanduk05 7 месяцев назад

    Great video, love listening to these! Only constructive feedback would be probably doesn’t need the background music!

  • @cgoldiz
    @cgoldiz 7 месяцев назад +3

    Would really love to see some perks that actually interact with your build (ie poison) or gave further augments to abilities. Would also love to see some rework to the useless ults and change unload to the spinning death thing that the lotus guys in ED1 have, maybe even give it a time extension is something dies while casting it
    **ALSO** Give a timer for Bik stacks... ffs

  • @duke605
    @duke605 7 месяцев назад +1

    1:43:00 Ryan you fucking nailed it. Skipping mechanics reduces the grind. Either have a long boss fight with frequent drops or fast boss with infrequent drops. That’s why I loved (pre-nerf) rasial. He was a fast boss with decent rates. Even if not going for drop, mechanics just get boring and skipping them is fun. I will never complain about skipping mechanics. I will only complain about bad mechanics (like counting auto attacks cause there is not telegraphing *cough* telos)
    But there also some people that will just be (for lack of better term) “priced out of the market.” Meaning there are low/mid skill players that can’t improve because of various reasons be it time, disability, dexterity issues, etc, and that say 20% nerf means they literally just cannot do the boss now or do the boss in a way they find fun (consuming 1m in resources per kill is not fun). I would say a majority of players are scared they’ll be “priced out of the market” with nerfs and the skilled players will just say (are saying) “we’ll just get good 4head” not understanding that people can’t dedicate their time to the game to improve in a way that other people can or have handicaps preventing them from improving.

  • @miklymick5
    @miklymick5 7 месяцев назад +2

    Hey Rs guy, i wonder if they will ever go back to old weapon drops to try fix the issue of, "yay got a drop 1 of 4 pieces i need" or will those forever be 4 part combine weapons.

    • @demetrib9373
      @demetrib9373 7 месяцев назад

      I hateeeeee the weapon part system. Its extremely annoying

    • @allstarr9tc
      @allstarr9tc 7 месяцев назад +1

      they literally did with rasial?

    • @miklymick5
      @miklymick5 7 месяцев назад

      @@allstarr9tc we're talking about rax/telos/zamorak the part weapon bosses

    • @TheRealNiko
      @TheRealNiko 7 месяцев назад

      @@miklymick5 i highly doubt they'd change those bosses that are alrdy iun the game

    • @allstarr9tc
      @allstarr9tc 7 месяцев назад

      @@miklymick5 what would that be "fixing"? (also in the case of araxxor that makes the entire concept of the boss fight irrelevant, the paths)

  • @matt_9332
    @matt_9332 7 месяцев назад

    Did anyone else notice the giant Blue Eyes White Dragon card in Mod Sponge's background? That's pretty fire lol.

  • @dank7289
    @dank7289 7 месяцев назад

    Is there still going to be 4tick autos or whatever its called with mage? the staff to wand thing that adds a ton of dps by getting off "free" autos....

  • @lucifer-xl3oq
    @lucifer-xl3oq 7 месяцев назад

    This buff bar that nadia made, is it available in alt1?Love it, would love to know how to get that and the necro !

  • @hjbrockway
    @hjbrockway 3 месяца назад

    I read so much in life. I’ve read Infinite Jest, Malazan series, etc.. but as soon as I hover my cursor over an RS3 combat ability I always forget how letters work

  • @piewwwwww
    @piewwwwww 7 месяцев назад

    That is an insane amount of work for only 2 dev.. glad we have those devoted mod! Excited to see what the futur holds

  • @tylerhayes9808
    @tylerhayes9808 7 месяцев назад +1

    Legacy mode needs a buff to keep up if they're arbitrarily just making shit stronger to match the busted levels of necro.

  • @ronchs6608
    @ronchs6608 7 месяцев назад

    How will they implement better gear? When is 120 all cmb comming out ?

  • @moegaarr
    @moegaarr 6 месяцев назад

    Awesome interview and loved to listen to this conversation. I listen to your interviews to include let's chat during my long drives into work (looking forward to the next season, hoping to see a lets chat on lore!). One issue with this vid specifically - could just be me - is the background music frequently overshadowed the conversation. Not to knock, just trying to be constructive. Keep on with the great content.

  • @Rakushael
    @Rakushael 6 месяцев назад

    Dual wield should be able to multi-target somehow; make most attacks into multi-target, but with halved damage to each target. 2H should be single-target.
    Certain weapon classes should prioritize AoE damage (mauls, staff, salamanders)
    Also include things like knock-back to blunt weapons, throwing axes, and earth spells.
    Etc, etc.

  • @pkmasterrnge
    @pkmasterrnge 7 месяцев назад

    What if the running tally for bleeds done as a team gave the bosses certain debuffs as they becomed weakened/bloodless? Less dmg, or lower defence etc.,?

  • @GeorgeAlexanderTrebek
    @GeorgeAlexanderTrebek 7 месяцев назад

    Great video, glad you exist ryan to allow this type of conversation! :)

  • @jamesfurman9428
    @jamesfurman9428 7 месяцев назад

    Is there not a way for the game to calculate everything for you based on your weapons/armor/perks/buffs at a given moment and then just tell you what that ability will hit for, or the range it will hit for?

  • @montytowart1264
    @montytowart1264 7 месяцев назад +1

    Not only new invention interface, make brand new invention perks.

  • @karvis386
    @karvis386 7 месяцев назад

    53:20 While I would like that to reduce hit splat visual clutter, it would kill off regen delay on 900%+ zammy, unless they could change it to stop zammy from regenerating past the full grey HP when a bleed or a magma is active on him

  • @Snack_Foods
    @Snack_Foods 7 месяцев назад +1

    Would be awesome
    if the pathing didn’t stop after serge or dive too. Feels so clunky coming to a complete stop 😫

  • @texthizer6136
    @texthizer6136 5 месяцев назад

    i want a new conversion about this one, because i just learning to pvm. and i learnd big time from this video. much love to u guys

  • @NathanJ666
    @NathanJ666 7 месяцев назад

    I think if they end up swapping the identities of certain weapons it’d probably help, if/when they decide to, give players a temporary time to be able to get their weapons out of EoF’s

  • @Athrolaxle
    @Athrolaxle 7 месяцев назад +1

    Lol love the MTG reference! I was literally thinking "reading the card explains the card" and then Sponge said it!

  • @dtaggartofRTD
    @dtaggartofRTD 7 месяцев назад

    I like this. simplify first and then add back the intricacies. Necro seems to be a great model for that. It's a little flat at the moment, but it's far easier to grasp. With time it will have those intricacies.

  • @northlyte
    @northlyte 7 месяцев назад

    Really appreciated the timestamps on this to find specific topics. Great video

  • @minizamorak
    @minizamorak 7 месяцев назад +1

    about making players read tooltips, i think a intuitive idea would be every combat skill has a skill tree and leveling up/acquiring new abilties requires the player to use the ability correctly in that nieche case to unlock more abilities as you level

    • @johnspencer8982
      @johnspencer8982 8 дней назад

      They're already unlocked through pvm progression, if you want codex prayers you have to get nex drops

  • @gamewithadam7235
    @gamewithadam7235 7 месяцев назад +1

    Just make bosses use special attacks faster or increase their attack speed. Or make the special attacks randomised order each kill.

  • @LegDayLas
    @LegDayLas 10 дней назад

    I don't see the logic behind "bleeds should not be influenced by buffs, because it's a enemy debuff and should not be influenced by your personal buffs. The reason why it makes no sense is where did the damage number come from in the first place? how good your damage value is at the time of the strike influences how much they are bleeding. If your damave value was buffed, then you hit them harder and they should be bleeding more. Bleed is not just a simple debuff like "takes 10% more damage" the hit splat is influenced heavily by your weapon damage.
    The only time their logic makes sense is for dictating if that bleed should continue to deal buffed damage after your enraged effect ends So long as the bleed was inflicted during the buff, it should deal that buffed damage as adebuffed effect.

  • @arkiusazure
    @arkiusazure 7 месяцев назад

    It's not hard to find but you didn't add the discord link for PVME and official Runescape to the description, just a heads up

  • @Shrimplonex
    @Shrimplonex 7 месяцев назад +1

    Jagex 100% needs to see the community's response to this beta. Im not even playing runescape right now and i'm only hearing things positive. The fact that it's being used for what a beta SHOULD be, and being able to use it and the devs really being able to just mess around with stuff and see how it works in game and not in "theory", they REALLY need to start to do this a lot more often

  • @TheShmoey
    @TheShmoey 7 месяцев назад

    I know you didn't mean it this way, but ending "yeah, perfect!" after Sponge's self depreciation at the end was...well... perfect

  • @Athrolaxle
    @Athrolaxle 7 месяцев назад +1

    Also, yooo! Additive/multiplicative buff differentiation! PoE does this well, and I think it's a great inclusion!

  • @artavian2459
    @artavian2459 7 месяцев назад

    I just started playing again a month ago and got my best friend to play as well, we love the game so far but it feels clunky, its hard to fight some mobs 15-30 levels lower than my combat sometimes even with prayer. I'm glad that Jagex sat down with you and are communicating to the community for the overall improvement of the game. Thank you RS Guy, thank you Jagex for all the hard work you do, it's tough when players criticize both the OSRS and Rs3 team but I'm happy they listen to our feedback and take their time improving the quality of both games.

  • @ItsAlundra
    @ItsAlundra 7 месяцев назад

    Hopefully with the changes they made to allow them to easily make changes to abilities will eventually mean weapon specs, familiars and items so that they can easily buff/nerf things and not let things stay broken for years or over nerf.

  • @ManaSpring
    @ManaSpring 7 месяцев назад +8

    in the past it seemd like the push to get more change in the game was solely coming from you, but the fact that you're bringing more people in to share the spotlight with you really is amazing to see and gives me hope for the future of the game

  • @montytowart1264
    @montytowart1264 7 месяцев назад

    Also I cant see every single hit splat so if I don’t have a stupid challenge gem or rune metrics it’s hard for me to track exactly how much damage I’m doing.

  • @charlesr4819
    @charlesr4819 5 месяцев назад

    Awesome update guys! so looking forward to it ;) thanks for sharing

  • @user-xo9lx1lb4b
    @user-xo9lx1lb4b 7 месяцев назад

    i would love to try the beta properly, but its on a german world and its impossible to test bosses when i have like 400 ping.

  • @Rin-le5ud
    @Rin-le5ud 7 месяцев назад +3

    Awesome video, i hope we can get a dedicated video on their boss design philosophy. Fixing combat is great but i would love to see a fun and challenging boss to use the combat at.

  • @monster-op7sf
    @monster-op7sf 7 месяцев назад +1

    Yeah talking about not able to test stuff out because you don't have good gear. Would be nice to go to the ge and have every thing at 1gp and able to get what ever you want to be able to test it in the betas

  • @drawando8588
    @drawando8588 7 месяцев назад

    My biggest takeaway from this is that mod sponge probably play magic the gathering and im very happy about that

  • @WizardOfCheese
    @WizardOfCheese 7 месяцев назад

    1:28:00 i feel this will always be the case with bosses that can he killed in 60s. as for the longer fights, the new changes would have more of an impact i think. id like there to be more specific abilities that work better against dif types of enemy.

  • @anthonylainez9626
    @anthonylainez9626 7 месяцев назад

    For the drop, just make ALL bosses have bad luck mitigation, it’s would help a ton

  • @iamseph
    @iamseph 7 месяцев назад +1

    I don't think melee is all over the place. I like it the way it is. Could be better though for sure. Having melee have so many different options means that each encounter is played differently. Which I find pretty cool.

  • @chrisjferro7808
    @chrisjferro7808 Месяц назад

    Need more of these, thank you for repping us and our voices Ryan,

  • @MegaChickenfish
    @MegaChickenfish 7 месяцев назад

    1:59:35 I really *disagree* there, mainly as someone who initially unlocked the max guild in part for the boss portal benefit (still think pvm hub features should be unlocked for the altar by that portal as well like the adren recharge) *it is absolutely OK that features in the hub require unlocking.* The actual base of "helping you do pvm" is VERY low, like 10 kills of any boss (even kbd or mole) for the instant no cost all spellbook teleport right next to a bank chest and *one kill in a boss* to access the portal.
    It's like just because I don't get as many features as a mid level construction osrs player, for example just the portals at first but then I need a few more levels for an altar and more levels for more travel options and a better rejuvination pool, there's nothing *wrong* with those being unlocks. Having that taste of the features makes you want to unlock more of them. If they don't gatekeep SOME features behind progression, then there is no motivation to progress!

  • @RsMentalDemon
    @RsMentalDemon 7 месяцев назад +1

    Really nice seeing these dev q/a's with you, I waited the 2 hours of watching to actually comment just not to be 'first', It sounds like they have it thought and planned out, it hurts that this has to be a "passion" project, this should be something Jagex itself should be endorsing and enforcing to fix the game, their priorities just arn't right atm and that hurts to hear and know. But its also really nice to hear that Mod Sponge and Mod ryan went to them about it because they where aware it needs fixing and they have fleshed out the what the when the wheres and are taking on players feedback and information to get it to where it needs to be :).
    P.S. Why does Mod sponge always look like hes just been crying for an hour before coming onto a stream :|

    • @Tinky1rs
      @Tinky1rs 7 месяцев назад

      Bet it is the sgb or gbarge code.

  • @rhammerz8355
    @rhammerz8355 6 месяцев назад

    I am a complete noob on runescape when it comes to PVM but besides the ability bloat it, i just cannot figure out the damage but sounds like this is mostly getting fixed is there ever going to be a "fix" for switches seems like the end endgame it all requires switches and i know for a bunch of mid tier PVM people that is a turn off and for the newer bodies like myself causes confusion. I also assume i will get hate from this but hey just a question.

  • @jlayman89
    @jlayman89 7 месяцев назад

    On the note of identity between dw and 2h, i think they have a solid template in place already. Just make abilities change based on which is equipped. Take sonic and conc as a great exmaple and make them the same ability, only like dive and bladed dive it changes based on equipment.
    Which had i waited to type this, he mentions... lol. Im glad they got here.

  • @williamlvea
    @williamlvea 7 месяцев назад

    For auras, I'd love to see some actual player usage data.
    My hunch is that aura usage in its totality is exclusive to top tier, high effort players (think top 5%/1%).
    Mid level players don't have the loyalty to purchase them and casual players don't care.
    I personally have every single loyalty aura in the game and have never used a single one.
    I get a feeling, for a vast majority of players, auras are a completely forgotten feature.

  • @4X4NAV
    @4X4NAV 7 месяцев назад +1

    Love that sponge plays MTG "Reading the card, explains the card"

  • @typerightseesight
    @typerightseesight 7 месяцев назад

    I would be a huge fan of EoC if I could afford the runemetrics to be able to calculate my relics and perks for an actual accurate revolution bar. The manual mode is get real on high level bosses like zuk. Not all, but I can't even see straight doing that boss and it seems to be exactly how it was designed. lol, which is awesome.

  • @you1027
    @you1027 7 месяцев назад

    RS was my childhood, man. Left shortly after EOC dropped, in large part due to it. Revisited recently out of curiosity on what's become of it, and looking forward to hopefully a new (better) era.

  • @spaz5733
    @spaz5733 7 месяцев назад

    actually really great vid/podcast, would be awesome to have more of the same in the future. Great to hear from more people who love the game and all of the ideas were great

  • @daviddapy8714
    @daviddapy8714 5 месяцев назад

    I think the easiest quickest way to fix EOC it's just let me right click the spell and set a custom delay we can't go shorter but we can go longer, that way it'll let me build up to adrenaline and I can also say only cast this spell every 2 minutes instead of a minute because it takes too much adrenaline also would like don't summon ghosts unless 50% health option, just implement some basic Linux commands for EOC

  • @robertbodarian6931
    @robertbodarian6931 7 месяцев назад +1

    0:56 is that a Protoxx reference :D

  • @PhilStein721
    @PhilStein721 6 месяцев назад

    Dude! Your content is superb!
    I hope you’re doing really well, and, in case you don’t, just remember how awesome you are :)
    Cheers, Guy!

  • @Irualdemon
    @Irualdemon 7 месяцев назад

    I for one welcome these changes. Evolution of Combat v2! I know not all if any are coming to live game but the speculation is solid.

  • @TazzB0922
    @TazzB0922 7 месяцев назад

    Honestly two things come to mind regarding all this. I understand that Legacy combat is usually heavily frowned upon but I wonder if they'd ever be willing to update it, not necessarily make it entirely competitive with the current system but have it at least be an option for those who enjoy the older style. It'd be significantly less efficient to use said style but it'd be nice if it wasn't entirely forgotten about. For example, last I saw it didn't have any remote option for necromancy.
    The other thing is I genuinely wonder if this is would be a net buff for revolution combat. Personally speaking, I stopped playing RS3 since it caused my wrists to flare up in discomfort/pain and always felt that you were losing out on too much if you just allowed it to play through itself as opposed to manually pressing thresholds.

  • @simptrix007
    @simptrix007 5 месяцев назад

    TBH I left melee because it was too complicated for me. Tons of switches, bleeding gbarge, adrenaline issues before jaws and helmet choice after Vestments. I felt like missing out when I didnt do it all and doing it felt like a chore. I am all in for the idea of changing FSOA into dual wield, please lets do it!